layout( location = 0 ) in vec3 in_position;
layout( location = 1 ) in vec3 in_color;

uniform mat4 view;
uniform mat4 proj;

out vec3 vCol;

void main() {

    gl_Position = proj * view * vec4( in_position, 1.0 );
    vCol        = in_color;

    gl_PointSize = 40 / gl_Position.w;
}
